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[h] replay analysis

Forum Index > StarCraft 2 Strategy
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Ch00
Profile Joined May 2010
28 Posts
Last Edited: 2010-06-03 18:11:58
June 02 2010 21:32 GMT
#1
Hey guys!

I haven't been very active on these forums but i see that everyone is really helpful when it comes to SC2 play discussions...

I just finished a game last night (I thought i played fantastic *for my skill*) and i thought this would be a good opportunity to have some of my SC2 peers analyze my play and perhaps provide feedback on key things i can work on.

I would hope that it would be constructive criticisms and not just "you suck, get better - tanks own!"

I was hoping that someone would notice that I might be a little weak....say for instance... on my macro! .... and provide simple exercises that could help me improve in that aspect. I remember watching a Day[9] episode where he was talking about mechanics and how that if: you are bad at making scv's -- concentrate the ENTIRE game on making just SCV's -- be the SCV master.

With your help, i was hoping to find my exercise that i need to work on..

here is the game that i thought i played well
[image loading]


Thanks in advance guys!
The pain train is comin CH00 Ch00!!
Kow
Profile Joined May 2010
United States32 Posts
June 03 2010 01:54 GMT
#2
Make more units. You had a huge surplus of money pretty much the entire game and hardly any units. Sure, 4 medivacs and 8 rines might seem cool, but it'll melt to my 20 marines that I made in the same amount of time. Even late in the game, you had 4 barracks with just one making anything.

Poke him more. You were in the dark most of the game. Had he not devoted so much to his failed baneling busts and perhaps gotten air instead, you'dve been dead. Also, nice building placement to prevent that, excepting those 2 depots which got annihilated several times.

Make sure you're not just making buildings willy nilly. You threw up an ebay right after your first rax and didn't see any turrets or upgrades from it at all. That couldve been a barracks instead, which would've helped you get more units.

I liked the timing on your expansion, right as you were moving out to put pressure on him. In my opinion, the zerg should've been way more aggressive with its expanding, considering how little harassment and poking you did, which would've spelt doom for you.
Ch00
Profile Joined May 2010
28 Posts
June 03 2010 03:00 GMT
#3
Thank you! You are right! I don't poke my enemy enough in all of my games..

I always think I'm going to get obliterated and get counter pushed and lose.

I always have tons of cash...even though I FEEL like I'm making tons of units...

What would you suggest that i work on? if you had to recommend one thing?
How would you poke around to see him?
would you use and SCV? marine group?
The pain train is comin CH00 Ch00!!
Kow
Profile Joined May 2010
United States32 Posts
Last Edited: 2010-06-03 04:46:14
June 03 2010 04:40 GMT
#4
I would, first and foremost, work on making more units. Put all your unit producing structures on their own hotkey per type (two separate hotkeys for each addon type, like a factory with a tech lab on 4 + a factory with a reactor on 5). Cycle through them whenever you're not sure what to do and make sure that at all times you're either waiting your money to be high enough to make a unit or all of your structures are producing.

If you have a surplus of money still, without queuing units past the one currently building you have two options. Push out with what you have to try and get some map control or even harass a bit letting you take an expansion or you can throw down some more unit producing structures. I noticed you were on 1 barracks for a very very long time, not even putting an addon onto it. It's generally better to have addons on your buildings unless you're planning a timing push such as 5-7 or so marines from a naked barracks and 1 tank that I've seen before.

As for poking, a worker does wonders. Eventually, they're going to have enough units to shut that down, but by then, you have a good idea of what they're heading towards. Past the worker scouting, there's always just plain ol' unit scouting. Marauders, or really any quick armored units, are great for poking into their base and seeing what kind of units defend it. At best, you can manage some worker kills and at worst, you lost the cost of a marauder and gained a glimpse of their army. As Terran, it's pretty easy to get fast air and to pop out a quick Valkyrie or two before the addon so you can get some scout or even overlord kills in.

Remember, retreating is always an option if you don't think your units are going to survive. Unless you're against something like speedlings or a stim army, they're going to have a hard time finishing off all your units which will reduce your attrition rate. Also, unless the unit numbers are way skewed, players are often unwilling to follow you far into your turf where you can reinforce your army much more rapidly than they can.

Oh, that reminds me. One of the most important things you can do while in battle is make sure you're making units. Some people even go as far as to say it's better to just a+move your army into theirs and not even look at it if you keep your production nonstop, so that's pretty evident what kind of power comes from actually making units. You don't need to counter them to win, you just need more shit than them.
Ch00
Profile Joined May 2010
28 Posts
June 05 2010 18:40 GMT
#5
[image loading]


Kow -- I know it hasn't been TOO long since you gave me this feedback -- but i was hoping that you would take a look at this replay and tell me if I've improved with my macro and harass and stuff. I really valued your feedback from my last replay. I don't really have a "practice partner" -- so i come here for feedback.
The pain train is comin CH00 Ch00!!
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